Fast shadows and lighting effects using texture mapping
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
A user-programmable vertex engine
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Marker Tracking and HMD Calibration for a Video-Based Augmented Reality Conferencing System
IWAR '99 Proceedings of the 2nd IEEE and ACM International Workshop on Augmented Reality
3D Reconstruction of Stereo Images for Interaction between Real and Virtual Worlds
ISMAR '03 Proceedings of the 2nd IEEE/ACM International Symposium on Mixed and Augmented Reality
Occlusion registration in video-based augmented reality
VRCAI '08 Proceedings of The 7th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Resolving occlusion between virtual and real scenes for augmented reality applications
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: interaction platforms and techniques
Layered multiple displays for immersive and interactive digital contents
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
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In Augmented Reality, the occlusion between virtual and real objects has to be managed correctly, so that users can look at the natural scene. In order to overcome this problem, the depth of the real world from the user's viewpoint is employed. However, if the system is used in an environment including moving or deformable objects, the depth has to be measured in real-time. In this paper, we propose a method for real-time stereo matching using a contour based approach to acquire the accurate depth of the boundary of real objects.